class RDProjectile extends UTProjectile
    abstract;

/**      TODO:   
 * - Fill out spawnSplashEffect() function prototype.
 * - Integrate ^ function.
 *- Create projectile template (See default properties) and assign that.
 *- Check out UTProjectile.uc for integrating the spawnSplashEffect() function into the event tree.
**/

//Does this weapon cause a scattershot?
var bool bCausesScatterShot;

//Number of shots in the scattershot.
var int iScatterShotNum;

//Initial shot spread.
var float fSpread;

//How much to spread the scattershot?
var float fScatterSpread;
	
//Does the scattershot.
function bool DoScatterShot(out vector proj_location, out vector proj_direction)
{

} 

//Checks if this weapon uses scattershot functionality.
function bool ScatterShot(out vector proj_location, out vector proj_direction)
{
	if( bCausesScatterShot != false && fSpread != 0.0 && iScatterShotNum != 0 ){
		DoScatterShot(proj_location, proj_direction);
		return true;
	}
	else
		return false;
}

defaultproperties
{
	//-----------My Stuff
	fSpread=0.0
	bCausesScatterShot=false
	iScatterShotNum=1
	
	
	//-----------UTProjectile Stuff
	
	//Causes bad fps.
	ProjEffects= None
	ProjFlightTemplate=None
	ProjExplosionTemplate=ParticleSystem'WP_AK47.effects.griflesparx'
	
	//Used for ballistics.
	TossZ=0.0
	
	//Bullets don't glow unless they be tracers biatch.
	ProjectileLightClass=None
	
	
	MyDamageType=class'RDDamageType'
	Damage=55
	DamageRadius=3
	
	Speed=2000
	MaxSpeed=2000
	MomentumTransfer=35000
	
	LifeSpan=8.0
	
	//We don't want to spawn lights from projectiles.
	bCheckProjectileLight=false
	bSuppressExplosionFX= false
	bCollideWorld=true

	Begin Object Name=CollisionCylinder
		CollisionRadius=4
		CollisionHeight=4
		AlwaysLoadOnClient=True
		AlwaysLoadOnServer=True
		BlockNonZeroExtent=true
		BlockZeroExtent=true
		BlockActors=true
		CollideActors=true
	End Object

	bNetTemporary=false
	AmbientSound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireTravelCue'
	ExplosionSound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue'
}